Problem with my mesh on oculus Go

Hi, I try to develop a simple projet about visiting a Factory in Oculus Go and a room modelised via Matterport camera (photogrammetry) I face a problem that I can’t even determine the origin :

When I launch my game to test in stand alone, everything is fine and the mesh is on place but when I run it on Oculus go or in mobile preview, it seems that my mesh is not rendered in place and something appears on the side of my screen, only sprites and other meshes (like the internal cube) are rendered correctly.
-In first I thought that my lights was not rendered because of mobile limitations, but they are all on static.
-I thought that is because my meshs’ polycount is +500k polys but I tested with lower polycount and it’s the same problem.
-The last thing I was not able to handle is the lightmap density and overlapping (on building lightmap UV overlaps by 99%) because it’s a model created via matterport camera and UV mapping is aweful. But even their when I put 1 movable light (supported up to 4 on mobile), it still has the same problem.

I believe it’s obvious that is about the mesh or the lightmap density but I’m not even sure because something is rendered on the side of my scene (the mesh I believe).

Do you have experienced something like this before ?

Thank you !